Hello sir, I have been using blender for editing my 3d model and also for applying material and textures on it. Whenever i am importing model from blender to jme my model renders correctly with textures but my map color also gets change. I tried to fix many times but still the same issue appears. The thing i figured out only after UV mapping this thing happening. please help me how to fix this issue. Many thanks.
I tried to attach the image but it asking link for the image. How can I attach image which is saved in my system? same for code button also. after pressing it it is giving only java tag. I am newbie please don’t mind my silly question.
Here it is…when i imports model without material it doesn’t effect map but when i imports model with material, map color gets change. Below are the link for the images with and without material.
Thanks for your kind reply pspeed. Its not in JME scene editor. I imported the model from blender and executed my code and found this issue again and again. I changed my model even though the same issue. Seems like its glowing my map after importing it. Have you seen my image?. Definitely i am doing some mistake but where i don’t know.
You mean in “Edit in scene composer” option. If it is the same option you are referring then i am not able to see my model there. It is showing black screen with one cube. Below are the code which is loading my model and attaching to the root node.
@pankaj8932 said:
You mean in "Edit in scene composer" option. If it is the same option you are referring then i am not able to see my model there. It is showing black screen with one cube. Below are the code which is loading my model and attaching to the root node.
Yes, As in tutorial mentioned i need to add light to view the scene in the screen. If it is the case(adding light) then it should create problem for both with material and also without material. I deleted that line of code which adds light after that i am not able to see my town map.
yahooo…it got fixed…I modified this line “ambientLight.setColor(ColorRGBA.White.mult(1.3f)); to this ambientLight.setColor(ColorRGBA.White.mult(0.3f));”. Still don’t know why i need to reduce the while. I think in blender it is also adding light in the model but how it is effecting to map?.. Please explain me why it was effecting map. Many thanks for all your reply pspeed.
@pankaj8932 said:
yahooo.....it got fixed......I modified this line "ambientLight.setColor(ColorRGBA.White.mult(1.3f)); to this ambientLight.setColor(ColorRGBA.White.mult(0.3f));". Still don't know why i need to reduce the while. I think in blender it is also adding light in the model but how it is effecting to map?... Please explain me why it was effecting map. Many thanks for all your reply pspeed.
Lit materials are prone to an effect called “saturation” similar to overexposure in a digital camera.
It’s possible the map material is so bright that 130% lighting is saturating it. For instance if you have a pale pink material with diffuse color (red=1.0, green=0.8, blue=0.8) and the shader multiplies that by 1.3 (for 130% lighting) you end up with all components >1 which saturates to white (red=1.0, green=1.0, blue=1.0).
Light sources and lighting components add, so if you have multiple light sources or a material with both diffuse and specular components, it’s fairly easy to saturate, even with fairly dark materials.
Lit materials are invisible in the absence of light sources, which explains why deleting the light source made the map invisible.